Topic: Fay's Encounters Thusfar

Fayloan

Date: 2007-01-30 21:38 EST
Note: No, this isn't a long profile. It's a brutally long profile. I don't really expect anyone to read it all, but a critique would certainly be appreciated. This is simply for reference, if you're curious about something. If what you're wondering isn't here, just ask me -I'll often keep notes off to the side for myself.

Oh, and I've decided to leave out little tidbits. If you want to know what happened, you're going to have to find out from him yourself! =D

—————General Information—————

Name: Fayloan Zaramir (Pronounced Fay-low-on Zar-ah-meer)

Nicknames: Fay, Zar

Species: Werewolf (Shifts between human and anthropomorphic wolf)

Gender: Male

Age: 19

Home Territory: Ask him yourself while in character.

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—————Appearance:————— Human Appearance:

Human Height: 6' 2"

Human Weight: 170 lbs.

Full Picture: http://img.photobucket.com/albums/v625/WolfMage/coonesssforsitecopy.jpg

***Build:Fay's body is slender, a trait passed down his mother's side of the family. His arms and legs are a slightly muscular, though they do not look so at first glimpse. His agility and swift movements, however, help to compensate for this disadvantage in battle, despite his otherwise feeble form. ***Skin, Hair, and Eye Descriptions: Fay's skin is a bit pale, as he spends most of his time away from light. His eyes are a bright almond shade, flaring with self-pride and rebelliousness. A dim glint of sorrow lingers in the depths of his eyes, bringing a hint of coldness to his stare. His hair, dark brown, flows elegantly down his back to his waist, and hangs over his left eye when untied. Another notable feature that Fayloan rarely ever shows....Well, you'll see when you roleplay with him.

***Other Notable Features: Fay has a green insignia painted on his forehead: the Zaramir Family crest. He feels it's a chronic reminder of the loss of his family and the revenge he has pledged.

Clothing: (Like in the picture) Fayloan mainly wears long, dark robes of black and green that travel the length of his body. These are the traditional garbs given to those of his occupation (find out on your own) in Tal'Toure, but the robes retain heat well enough, making them excellent for traveling. He wears his father's belt, inscribed with the Zaramir family crest, as well as a finely-knit dark green cloak and mantle. Otherwise, he wears a modern pair of sandles, and sometimes ties his locks of hair back with leather strips.

Werewolf Appearance:

Werewolf Height: 6' 9"

Werewolf Weight: 220 lbs.

***Werewolf Picture: (Still searching).

***Physical Build: Werewolf: Having a lithe figure as a human, Fayloan has only a medium frame as a werewolf, only a bit larger in overall size. He still isn't all too visibly muscular, but can tear and shred with better ability if he's pushed over his limit. He's also a digitigrade (walks on the length of his digits) in this form.

***Description of Body: Werewolf: A slight bit tall for a werewolf, this form of Fayloan has a standard build. His fur is a beautiful sheen of umber brown, decorated with vanilla on his torso and muzzle. His head, though as a wolf, carries the wild dark hair his human form had previously shown, as it travels around his ears and falls down his back.

He isn't very muscular, but his form and powerful legs allow his superior agility make up for his lack of strength. His eyes shine a very lupine gold, and his hair is darker sienna than his fur's brown.

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—————Werewolf specifics:—————

Unlike standard lycanthropic myth, the moon does not immediately force Fay into a shift. Only extreme emotion will do so; however, the moon's light does give Fayloan mood swings and other nervous symptoms, a sign that the disease desires for control. Over time, he may be able to get a better grasp on how to control the shifting, and even to control the form, but certainly not now.

Due to his intense study with the arts, Fayloan has been able to build his will up to an extent in which he may be able to retain some human thought in this form under certain circumstances. The real battle with lycanthropy, in this case, is the will of the werewolf versus the will of the human.

I have other little notes on this category, but you'll just have to discover them on your own, hmm"

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—————Attitude: —————

Fayloan is usually a perceptive, headstrong, and sharp-tongued individual. He's a brilliant intellect, and sometimes uses his knowledge to poke fun at others.

I may reveal some more information of this over time, but for now, if you want to know, you're going to have to find out on your own.

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—————Weaponry:————— ***Zaramir-Crested Bow (aka The Rienflanche)- It is a powerful longbow, painted a deep blue and decorated in elaborate designs. Want to know the history behind it' Ask him.

***Steel Dagger- A not-so-special dagger given to Fay by his brother, Faulken. It's about a foot from the base of the hilt to the tip of the blade, bearing no magical qualities and is of moderate condition.

***Self-crafted Arrows and Quiver- These arrows are extremely fine, with straight shafts and piercing points, being Fay decided to 'fix them' with the Alteration Arts. Good as they may be, they're still made of cheap stone and wood. The quiver is also nothing special; he bought it a few days after entering Tal'Toure from a cheap merchant.

================================================== ==================== —————Skills—————

***Archery: Karel, Fay's father, taught Fayloan the basics of archery when he was a lad. The boy turned out to be a natural, having a keen eye and fierce aim. He tires a bit quickly, though, not used to that type of physical labor.

***Fletching: Thanks to his father's basic archery training, Fayloan is able to construct a crude arrow out of stone, wood, and leather. He'll often refine these using Alteration (described below).

***Dagger Combat: Faulken's training certainly left an impression on Fay, as he weilds a dagger now with surprising ease. He relies on speed and agility to take an opponent down, rather than cumbersome swords.

***Intellect: Though not really a 'skill,' Fayloan's inborn cunning and perceptiveness should surely be noted.

***Magic:(Described in more detail below):

I've noted how skilled he is in each of the five categories, buuuut.....Why don't I let you figure that out by seein" him in play"

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—————Description of 'Magic' Arts:—————

To produce a desired effect, damage must be inflicted on the caster equal to what sort a spell is to be cast. For example, for the caster to try and create fire using Combustion magic, he or she will feel deep chills as a result. Conversely, if the caster is attempting to cool something down, he or she will feel heat as a result. The basic law of this magic is that every effect produced must be compensated equally by the caster and/or his components.

Outward components must be used to perform these spells. Verbal and somatic components aren't needed, since this is an art derived from strength of will and wit of mind, but they will assist in focusing the caster's attention toward its target.

Since the Arts are drawn from strength of will and cunning of mind, studying is required to maintain and increase the skills of the magic, but the readings need not be too rigorous.

The types are: Combustion, Regeneration, Fusion, Decay, and Alteration.

***Flame Arts- Modern Term:Combustion- Combustion requires only that air and a type of fuel are required to cast the spells. In Fayloan's time period, it is believed that fuel, such as wood and alcohol, is the only component a caster needs to create fire through combustion magic.

Explosive combustion isn't known of all too well, besides the fact that some fumes given off by oils sometimes cause minor bursts when interacting with fire magic. During the process of creating the combustion, the caster will feel intense cold overwhelm him or her as heat is drawn from the person to be forced into the spell. Depending on the power of the spell and capability of the caster, this can result in chills for something as small as lighting a candle, to as harsh as frostbite for larger targets.

***Fixing Arts- Modern Term: Regeneration- Regeneration is simply a sub-division of fusion. It is very alike, but occurs over a period of time rather than immediately. This can be convienient for the caster, as the toll upon him or her isn't so severe, but it can become a hassle to wait for duration of the spell for it to work fully. Also, regeneration can only restore objects to their original state; it cannot add on to what was previously there. Components are only the parts of the object wished to be restored; reprecussions are that the caster's energy gradually drains, causing them to fatigue at a slow rate, become hungry, and in some cases, become sick. On monumental projects, regeneration has been known to put the caster into a state of coma for days, depending on their skill and experience of the art.

***Combining Arts- Modern Term: Fusion- Fusion involves combining two objects together, as the name suggests. It can fuse any two objects: however, the more dynamic the combination, the more difficult the spell. For example, combining the pieces of a broken blade is a fairly simple task; but combining the finished blade with a stronger metal to make it more durable is a far more difficult feat. Like the Regeneration arts, it can recreate broken items, as well as create new ones; however, the combining arts are instant, and therefore are more difficult to attempt and have more severe side effects.

There are two main reprucussions from this art. First, whatever material that is not provided in the combination will be drawn directly from the caster. If there were missing shards to the sword described above, for example, the needed iron to recreate the broken weapon must either be provided on the side, or it is drawn from the caster directly. If the caster fails to provide the components, the spell fizzles; similarly, if there is excess material provided, it is left on the side of the finished product.

Second, like the other types, the Fusion art will drain the caster of energy along with any missing components. Simple tasks like fusing a sword together will create minor headaches to stronger illness, depending on the caster's skill. Subsequently, a much more difficult task, such as creating a homogeneous mixture out of two separate objects, will be far more taxing.

***The Death Arts- Modern Term: Decay- The decaying arts are not always used for causing harm to another; in fact, using this art against another living being often creates serious illness in the caster for even the slightest of tasks. Its main function is actually not to decay, but really to create an opposite effect of fusion. It pulls two types of things apart into more basic components; the more homogeneous the solution, the more difficult the spell. The reason it's so asscociated with death is because it can be used on living beings for harm, to create disease-like effects; however, depending on the caster's skill in the art, the effect cast on the living being will be cast on user in reaction, sometimes creating an even worse result for those who aren't experienced with it.

The Death arts also allow the caster the ability to drain a certain element or compound from themselves. For example, filling a glass of water would drain that much water from the caster's body to fill the cup.

The reprecussions it has parellel those of the other arts, as energy is drained from the caster in order to make the reaction a reality.

***The Shifting Arts- Modern term: Alteration- Basically, this art allows one to alter the position, shape, and sometimes even content of a certain item. Masters of this art are able to manipulate even the structural components of an item, but the magic will obviously have straining effects on the user as a result. Knowledge in both the Decaying arts and Fusion arts are required to most aptly utilize Alteration; as such, it is very rare to find a skilled alteration user to teach students. However, one doesn't need to be too skilled in the other arts to use Alteration; it simply assists different scenarios.

The reprecussions of this art reflect those described above. Minor alterations, such as changing a small wooden log into a wooden sword, result in varying degrees of pain, headaches, nausia, and the like, depending on the skill of the user; likewise, major alterations, such as changing coal to diamonds, require much more energy and experience, and therefore create stronger effects on the caster.

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—————Background—————

Heritage: Son of Karel Zaramir, Former fletcher and successful merchant. Son of Melissa (Caterin) Zaramir, Daughter of a rich noble. Younger Sibling of Faulken, Soon-to-be inheritor of the Zaramir family's merchant business.

History: The unexpected birth of Fayloan came as a great surprise to all of those in the cozy town of Talbeth; to the delight of his mother, Melissa Caterin (Zaramir), and to the dismay of his father, Karel Zaramir. You see, the Zaramir household already had a son fit enough to inherit the family's land, business, and affairs. Karel feared for the worst; what if his new son became jealous of Faulken, the legitimate heir to the family line of work" What if he demanded to split the business, threatened them, tried to kill them, for wealth?

Ridiculous fears that they were, the man knew there a high possibility if it becoming reality. Sons of lords and barons would often times murder their own family for positions of power and fame, and, having nearly been killed himself by his corrupt sibling, he didn't want to take any chances.

Nevertheless, Karel quickly came to adore his new-born son as much as Melissa. The child's charismatic grin and keen almond eyes granted him an adoring look, as did his unkempt brown hair, which would eventually to grow into gorgeously long locks. His mother, raised in an upper-middle class household, pampered her child with as tender a touch a loving mother can give. And, as such, she wouldn't tolerate having a second incompetent son. So, when Fay came to the age of 6, his training began.

Melissa immediately taught her bright-eyed, bushy-tailed son all she could about the beauteous world in which they lived. She taught of the elements of nature, to the solemness of Church, to the mysteries of the deep woodlands....Myths, legends, stories, facts....Even some of the most outrageous and unbelievable tales. An active mind and an active imagination: those were her goals for her child. And, she hoped from her eclectic teachings, her objectives would easily be fulfilled.

Then, Fay was introduced to his first book. T'was a simple fairytale; one you or I may have disregarded at first glance. And yet, the lad scanned every sentence of the book with a voracious interest, reading it swiftly and with incredible passion. He adored the story, and begged for more, which his mother was only more than happy to supply. They owned a fair collection of books as it were, thanks to Karel's line of merchant work.

The boy became hooked. As he grew, he spent most of his days in the library, investigating book after book, fascinated by the crafting of machinery, baffled by the studies of philosophy, and highly intrigued with the arts of magic. Within no time, he had begun to put his learning to the test; attempting simple spells, building childish toys, designing imaginary inventions....And, by 10 years old, he was practically a genius for his age.

This, however, brought worry to his father. If his son were to become very educated, he might be clever enough to back-stab the family, or trick them into giving up the family business. Not only that, but even if his son *did* bear a good heart, he'd lack the body to defend it with. Weighing the risks of teaching his son to fight, he just couldn't allow himself to leave his child defenseless just to protect his own hide. Besides that, he convinced himself, shifting his son's interests might cause him to lose desire for his studies, making him less of a threat to both himself, and Faulken. Thus, Karel began to urge his youngest son to focus toward new, different objectives, like crafting, or perhaps the combative arts, as an alternative.

Since he was originally a fletcher, Karel was able to teach Fay how to craft an arrow from simply scraps from a tree, rock, and leather strips. They weren't the finest things, of course, but when Fay's father had his back turned, the lad would secretly use bits of alteration knowledge to perfect his work. Karel also commenced in teaching his son how to use a bow, seeing as how arrows alone were quite useless. Fay had a skillful aim, like Karel, and easily caught on to the process of calculating how to get a direct hit. He did, however, tire easily afterward, the skinny child not used to such physical labor.

Faulken also made a contribution to his father's efforts. As muscle-headed as the older brother was, he was no stranger to close-combat, and deeply insisted that, while Fay may be able to transmute a crude sword out of wood, it would be useless if he didn't know how to use it. Frustrated, the younger sibling gave in to his Faulken's logic.

This, of course, didn't start out too well. Fay tried to wield a sword and shield, but absolutely despised them; they hindered his magic, they were too big and bulky, and they wore him out too easily. Disappointed, Faulken tossed out the wooden blade and shield and gave him something more agile: a dagger. It suited him much better, the boy having more natural speed and grace than stamina and muscle.

And so, these sessions began to grow on Fay as the course of time went on. He still felt passion in the books in the library, each holding an individual world, a whole population, an amazing universe just waiting to be uncovered. He still practiced the magical arts, which he had grown an increasingly devoted liking to. And, of course, he still continued to train his previously-fickle body through archery practice and dagger spars. This continued all the way up to when Fay became 19, almost ready to take off on his own.

On one crisp autumn eve, however, they received a writ of invitation to live in Tal'Toure, the City of Lights far off to the north, in lue of Karel's helpful contributions to the town over the years. Such an offer would be foolish to refuse, but as cautious as Fay's father was, he requested that he and his family live in the proposed estate for a month before making any final transactions. They left almost immediately, packing only essentials in two of the family's purchased wagons, and hiring guards in case of a bandit assault.

They were foolish, however, to have left on the same night as a full moon.

But Karel's stubborn eagerness to begin business -in one of the wealthiest cities in the kingdom, no less- sparked a fierce determination within him. The group's plan was to press onward from dusk until dawn, and spend the day resting in the city. Ironically, they stopped only miles from their home -but the reason wasn't because of lack of light.

((Hehe....I could tell you what happens, but....I'll let you figure that out on your own. Perhaps I'll post what I have here in the future))

It was morning a day later when Zar finally awoke -battered, bloody, and sick to his stomach. He shoved a heavy load off of his chest with a bit of effort, only to discover that he had been laying under a torn corpse. To his terror-stricken dismay, the area was steeped with rotting bodies, parts strewn at almost every angle, and crimson matting just about every surface. He could barely identify the vessels of some of these poor souls as he stood in sheer shock. Tears welled up in his eyes as he noticed the disembodied arm of his father, a club laying limply in his hand. He had been the one who had saved Fay's life.

Fayloan fell to his knees and wept in horror, cursing the demon who had murdered his family; his muscular brother, who'd had his throat torn; his enthusiastic mother, who'd been nearly shredded in half in one of the caravans; and his father, who....Well, I'd rather not go into details.

Tired, hungry, and feeble, the torn lad made his way home, his gaping wound an egregious nuisance all the way back. Nearly dying on the doorsteps of his family's old house, he passed out just before one of the maids discovered him and made an immediate call for a doctor.

It took him three weeks to regain a state of well-being, but the incredible loss of his family nearly drove him insane. They were gone; a creature of the night, a fanged warrior, and mad demon, something had done it, and Fay would make it his life to get revenge -that he swore.

After another week of recovery, Fay headed out to Tal'Toure with a bag of rations, supplies, and gold, passing one final look to the house that had sheltered him so many years. He'd decided to go live in the city to work, since he wasn't much of a merchant himself, and his uncle would probably hunt him down for the deed to his father's business. Saying a silent prayer, he saddled one of the spare horses in the house's stables and made his way to the City of Lights.

Almost two months after the incident, Fay began to emotionally recover. Insane nightmares still haunted him, but his sly grin, clever wit, and sharp tongue surfaced once more. During this period, he....got a job. What sort of job, and why' Wouldn't you like to know. I guess you'll have to roleplay with him to find out. Anyway, his research in the magic Arts also didn't slow; and thanks to the incident he witnessed, he now constructed a goal for his life: to use his new-found knowledge to seek revenge on whatever had slaughtered his family.

What he didn't know was that he'd been infected -obviously, by a werewolf. It had been nearly two and a half months after the incident that he began to notice odd symptoms haunting him -getting temporary fevers, having severe headaches, hearing loud noises, and getting into bizarre mood swings. In fear that he was somehow going insane, he decided it would be best to leave the city life, at least for a time. He took up his vacation time with his new job, packed a few choice books on the magic arts with him, as well as some standard equipment and rations. He'd hoped to head back south, perhaps win the sympathy of an old neighbor or two, and relax at one of their homes while he gathered his thoughts. Unfortunately, while on his way there, he stumbled into a vortex that dropped him into the realm of Rhy'Din, just outside the city. Baffled and bewildered, he's stumbled around the town, hoping to gather some information and discover just where he is. (Obviously, this is subject to updating over time).